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https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 13:30:02 +00:00
Fix to shutdown sequence
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parent
436a3e0d61
commit
d43452f0ce
@ -212,7 +212,6 @@ GLuint ShaderStageToOpenGL(ShaderStage stage) {
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class OpenGLShaderModule : public ShaderModule {
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public:
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OpenGLShaderModule(GLRenderManager *render, ShaderStage stage, const std::string &tag) : render_(render), stage_(stage), tag_(tag) {
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DEBUG_LOG(G3D, "Shader module created (%p)", this);
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glstage_ = ShaderStageToOpenGL(stage);
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}
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@ -198,7 +198,6 @@ public:
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const std::string &GetSource() const { return source_; }
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~VKShaderModule() {
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if (module_) {
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DEBUG_LOG(G3D, "Queueing %s (shmodule %p) for release", tag_.c_str(), module_);
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VkShaderModule shaderModule = module_->BlockUntilReady();
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vulkan_->Delete().QueueDeleteShaderModule(shaderModule);
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vulkan_->Delete().QueueCallback([](VulkanContext *context, void *m) {
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@ -268,7 +267,6 @@ public:
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vkrDesc = new VKRGraphicsPipelineDesc();
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}
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~VKPipeline() {
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DEBUG_LOG(G3D, "Queueing %s (pipeline) for release", tag_.c_str());
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if (pipeline) {
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pipeline->QueueForDeletion(vulkan_);
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}
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@ -38,7 +38,6 @@ bool AndroidJavaEGLGraphicsContext::InitFromRenderThread(ANativeWindow *wnd, int
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void AndroidJavaEGLGraphicsContext::ShutdownFromRenderThread() {
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INFO_LOG(G3D, "AndroidJavaEGLGraphicsContext::Shutdown");
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renderManager_->WaitUntilQueueIdle();
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renderManager_ = nullptr; // owned by draw_.
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delete draw_;
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draw_ = nullptr;
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@ -40,7 +40,6 @@ public:
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}
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void StopThread() override {
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renderManager_->WaitUntilQueueIdle();
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renderManager_->StopThread();
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}
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@ -868,16 +868,18 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeApp_shutdown(JNIEnv *, jclass) {
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EmuThreadStop("shutdown");
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INFO_LOG(SYSTEM, "BeginAndroidShutdown");
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graphicsContext->BeginAndroidShutdown();
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INFO_LOG(SYSTEM, "Joining emuthread");
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EmuThreadJoin();
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// Now, it could be that we had some frames queued up. Get through them.
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// We're on the render thread, so this is synchronous.
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while (graphicsContext->ThreadFrame()) {
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INFO_LOG(SYSTEM, "graphicsContext->ThreadFrame executed to clear buffers");
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}
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do {
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INFO_LOG(SYSTEM, "Executing graphicsContext->ThreadFrame to clear buffers");
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} while (graphicsContext->ThreadFrame());
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graphicsContext->ThreadEnd();
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INFO_LOG(SYSTEM, "ThreadEnd called.");
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graphicsContext->ShutdownFromRenderThread();
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INFO_LOG(SYSTEM, "Graphics context now shut down from NativeApp_shutdown");
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INFO_LOG(SYSTEM, "Joining emuthread");
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EmuThreadJoin();
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}
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INFO_LOG(SYSTEM, "NativeApp.shutdown() -- begin");
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